#include "texture3d.h" #include #include #include #include "panic.h" #include "logger.h" Texture3D::Texture3D(const char* texturePath, unsigned int tileWidth, unsigned int tileHeight, unsigned int tileCount, unsigned int format) { glGenTextures(1, &this->ID); glBindTexture(GL_TEXTURE_2D_ARRAY, this->ID); // Wrapping glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_REPEAT); // Interpolation glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // stbi_set_flip_vertically_on_load(true); int width, height, nrChannels; unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0); if (!data) { Logger::fatalErrorf("Failed to load texture '%s'", texturePath); panic(); } glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, format, tileWidth, tileHeight, /* no of layers= */ tileCount, 0, format, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D_ARRAY); stbi_image_free(data); } Texture3D::~Texture3D() { glDeleteTextures(1, &this->ID); } void Texture3D::activate(unsigned int textureIdx) { glActiveTexture(GL_TEXTURE0 + textureIdx); glBindTexture(GL_TEXTURE_2D, this->ID); }